I understand that, then after the "show" we have what we built into our character, which will be gotten from somewhere, and if its by the character rules, then I wanted to make sure and not pigeon hole myself by writing my character as a part of a house that did not have any mechs I liked. Thus the idea of going heavy with a choice within my affiliation, yaddi yadda...

No worries, I simply have the xp available when we come to that point.

Lifepaths are neat and add alot of flavor, I think, I really liked what I came up with and you actually get a bit of a point reduction here and there for your troubles. But when you have +10 -1 traits that you cant buy off, to me, its too much. And the system breaks down at that point. Thats simply as I read the rules.

Pure points cuts out the head ache, the pre requ's and some of the guess whether or not you have enough points to get where you want to go after wards.

Mechs you buy in character creation are yours, picked from some undetermined list as of yet as far as I know, and we use them AFTER the Solaris Show. I have been dreaming of a couple different variations of the Marauder, Riffleman, or the Warhammer...

As for me, I use all lights all the time, except for the rare exceptions of: Hunchback, Vulture, Catapult, Longbow . . . I generally tend to use a Dasher, Raven, or a Phoenix Hawk if I have a billion zillion C-Bills lying around.

Or something. WHatever. Yes, I used pure points as well, just because I hate the new lifepath system. I MUCH preferred the old lifepaths.

What is it that you don't understand, anyways? I find it hard to believe that you couldn't figure out the system after being able to read the book for this long, no offense. What did you get hung up on?

Really, there's not much to help with. The table on page 85 is nearly all you need. Just take that, reference the skill and trait lists, slap something together in Excel and you're set. Mecha are later, and most money matters can be ignored for now.